"Nerve-Damage"
Regular
C'mon guys, comparing different titles/different engines using polygon count is kind of retarted, we're in the shaders era, not in the T&L era anymore
What about the KZ engine impresses you the most nAo, and why?
C'mon guys, comparing different titles/different engines using polygon count is kind of retarted, we're in the shaders era, not in the T&L era anymore
Conventional polys, sure, more is better. But imagine an engine where everything was high-order surfaces, and at render-time this was tessellated down to one polygon per pixel based on visibility. You'd get perfect rendering with no visible corners. That's smarter polygons. And in this case the scene could well be twice the size, with half the polygons in the scene not being drawn - it's a two and a half million triangle scene with well over one million visible polygons.I thought people wanted more polygons instead of mapping technique (based on discussions in this thread).
Does not sound like an extremely high count... joker talked about having 3 million in a scene at 60 fps running on 360.
On the Saturday prior to E3, the Guerrillas geared up for their trip to L.A.: they packed their bags, charged their PSPs, and steeled their minds against another boring flight from the Netherlands to the United States. Fate, however, had slightly more exciting plans – particularly for Mathijs...
New screenshots?
Image 1
They are all captures from the E3 trailer.
They are all captures from the E3 trailer.
...and i wonder how someone could identify something like AA or any other detail in these over-compressed video captures
Aww no need for rolleyes, I marked the spots out for you. Still visible even though the image has compression artifacts.
http://i176.photobucket.com/albums/w193/NebulasPhotoPocket/rim--screenshotmarked.jpg
Original screenshot in fullsize and less blurry.
http://www.gamesradar.com/gb//image...lk Viewers/PS3/2007-08-16/rim--screenshot.jpg
It's not an AA issue, they are using 4x AA.